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3D animations are the current craze in visual communication technology. Loads of research and developments are being made in the ways of creating and displaying better 3D visuals. Ranging from anaglyph glasses to 3D screens, all efforts are being made to make 3D viewing more pleasing and more accessible to every person. People like to…

3D animations are the current craze in visual communication technology. Loads of research and developments are being made in the ways of creating and displaying better 3D visuals. Ranging from anaglyph glasses to 3D screens, all efforts are being made to make 3D viewing more pleasing and more accessible to every person. People like to manipulate visuals. Interactive 3D visuals are appealing more and more audiences. Being of the latest visual communication technology which gives a defect sense of realism, interactive visuals and animations, as the term implies, allows the audience to interact with the animations or the visuals through clicks on the mouse, tracking, keyboard buttons, joysticks, etc . The auditions are able to control the visuals, develop a way of communicating with them and as result, these 3D visuals and animations enrich their experience.

There are different types of 3D visuals. Computer generated imagery is very popular and is used to create virtual characters and worlds for animated films, video games and cartoons. One example is the 3D animated film Monsters versus Aliens. Such visuals do not need glasses or any other special accessories for viewing. These types of visuals are called 3D visuals or 3D graphics because they have been created using a 3-dimensional representation of data through 3 processes: 3D modeling, Layout and Animation, and Rendering. These 3D animations require creating a mesh and giving it a digital skeletal structure which can be modeled and manipulated by an animator. Such 3D animations can be highly interactive in the form of video games. 3D visuals in video games allow the players to control each of their character's movements and see the result of their actions. Fans and lovers of video games find 3D video games more pleasant to play as the actions resemble real life more closely than 2D video games.

Another type of 3D visuals is the anaglyph visuals. Anaglyph visuals create the illusion of depth in an image by displaying two offset images to the right and left eye respectively. Both 2D images then combine together in the rain to give a 3D perception of the image. This effect is called stereoscopy, also known as 3-D imaging. To view anaglyph visuals properly, there are three options: the viewer has to wear anaglyph glasses to combine the two offset images, or the viewer has to wear anaglyph glasses to filter offset images from a single source separate to each eye, or have a lightsource split the images directionally into the viewer's eyes (no anaglyph glasses required). Stereoscopic or anaglyph images can be produced using digital photos, drawings, computer generated graphics and even graphics made using 3-dimensional representation can be converted into stereoscopic visuals. The illusion of depth caused by stereoscopic or anaglyph images / visuals create an impressive 3D effect on a 2D screen which appeals very to viewers. If used as interactive animations or visuals, for example in video games again, it has great impact on players who receive intense delight with the visuals.

Other types of interactive 3D animations and visuals are on ecommerce sites where product visuals are being displayed in 3D using interactive Flash animations . Clients enrich their experience through the opportunity of being able to view the products in different angles. Normally, a product is photographed by changing its positions through different angles and an animation is generated using the appropriate software, Flash for instance. The animations can be an interactive rotation in 90 °, 180 °, 270 ° or 360 °. It can also be an impressive interactive 3D animation where the product can be viewed in all angles. Such 3D animations generated from combining HD photos of products in different angles form part of stop motion animation. It is rendered into an interactive Flash animation in 3D, where the client or viewer can control the visual and move it in any direction or position to view the product. This type of interactive Flash animations in 3D helps a lot in commerce, especially in ecommerce, where the client can easily view the product online as if he is actually holding it in his hands and assess it more accurately.

Interactive 3D animations can be in a variety forms nowdays. There is more than one type of visual which can be accepted as being 3D visual. Interactive 3D animations are the craze of fans of technology and video games. Whatever says 3D says awesome and contracts lots of people. Interactive 3D animations are even becoming the tools of businessmen who use them to attract people and clients and hence boost their sales and corporate image. For the public, 3D animations and visuals, interactive or non-interactive, are a very attractive source of entertainment. On the commercial level, interactive 3D animations help people shop online from any shop found in any part of the world without actually going there. Being able to view the concerned products from all angles, the interactive 3D animations not only help the online client assess the product but also enriches his / her experience. Having various forms and uses, 3D animations are becoming more and more ubiquitous in the society, not only as an art, or entertainment but also as a convenience for people.

Stop motion 3D animation is the process where a three dimensional, inanimate object is animated through a serious of tiny recorded movements. These movements are organized one after another and when played back, give the illusion that the object is in motion. Here is a very basic overview of the entire process for the beginning…

Stop motion 3D animation is the process where a three dimensional, inanimate object is animated through a serious of tiny recorded movements. These movements are organized one after another and when played back, give the illusion that the object is in motion. Here is a very basic overview of the entire process for the beginning animator.

Since the easiest way for a novice to start animating is in stop motion 3D animation, this article will focus on using free software and a web cam for recording each frame of movement. This article will cover the very basic steps of stop motion animation using Lego mini figures as the inanimate object to be animated. For the sake of keeping the article focused on the basics, it is assumed that the beginning animator has a grasp on basic computer skills such as downloading, installing software and connecting peripheral devices.

First you'll need to have a couple Lego mini figures available as your characters. These can be purchased at any local retail store. You may even have them handy if you have kids. Also, check your attic. Legos are a popular building toy and people usually hold onto them. Normally, you would have a story line, and may produce a story board so you could effectively shoot your animation feature. You will not be doing that here, this is a quick, let's get started approach. After selecting your characters, begin by choosing a camera and downloading some basic software.

To capture the motion of the characters you'll be using a simple web cam. This is probably the most low tech way to produce a stop motion animation digitally, but will prove to be extremely easy for any beginning animator. It is possible to employ the use of a higher quality digital still camera. However, it would not be compatible with the frame grabber function of the software without making some adjustments here and there. For the sake of simplicity and ease of use, you'll be using a pencil test software program called Monkey Jam. Monkey Jam can be downloaded for free and there are hundreds of thousands of tutorials about this software all over the internet should you need additional guidance.

Once your software is running and your web cam is installed, you will need to steady your camera. Any slight movement can cause the image to appear jumpy. After you have steadied your camera, begin with both characters in the shot. You will be able to view what is seen by the camera. When both figures are within the area you want to film you can start. To keep this simple, you'll be making the Lego figures raise one arm. To keep the animation from looking choppy you will want to shoot a minimum of sixteen frames for every second of video you want to produce. What you will do is move each arm a very small distance. Once you have moved the Legos, you can capture the image by clicking the capture button. You'll do this for every frame until you reach the desired length of your film. When you have finished you can preview the animation and save it for editing.

The art of 3D animation is a relatively new art medium compared to other forms of animation. Art dates back to the age of the caveman and for as long as man has roamed the Earth, there has always been the artist and the critic. For me animation dates back to sometime in the 1980's…

The art of 3D animation is a relatively new art medium compared to other forms of animation. Art dates back to the age of the caveman and for as long as man has roamed the Earth, there has always been the artist and the critic. For me animation dates back to sometime in the 1980's when I used to watch Saturday morning cartoons and make flip books. However, 3D animation is an art form associated with the information age and the growth of computer technology. Advances in technology have created what is now far more advanced than Saturday morning cartoons.

3D animation art challenges the intellectual artist. The artist now must be creative in how he or she uses traditional methods in conjunction with newer technology. To study this art form, the student must develop an understanding of all the elements needed to produce a computer animation. The animator must be able to take a concept from its infancy through maturation with the end result being a finished production displayed to an audience.

The 3D animation art student should be able to conceptualize taking an inanimate object and bringing it to life through character modeling. Once the object has been created or chosen, the animator needs to create a sequence of detailed views of the model in sketches on storyboards. Software suites can play a major role in this process providing tools that can create bring clarity to the storyline while providing time saving guidance during the planning stages.

The technique used in acquiring old school 3D animation involves the creation of a set designing, the character (sometimes made of clay or other inanimate objects), a camera, and audio equipment. With today's newer technology, creation of art of 3D animation involves 3D modeling and character animation which can be done entirely on a computer. No filming is required as the character and each movement can be created with software.

3D animators need to understand that the art of 3D animation can be excessive for the viewer if the professional can not define the viewer's line of equilibrium. To clarify this, think back to the last time you were just the right distance from a chain link fence. Did the fence appear towards and away from you when you looked at it long enough. The same sensation can occur if the viewer's senses are overwhelmed. When it comes to 3D animation less really is sometimes more. The art of 3D animation has the ability to simplify the most complex ideas that would require creative genius.

It may come as no surprise that Pokemon is popular pretty much the world over. What is surprising to me, however, is that the backbone of the industry, the video game, is not what is taking the world by storm: it is the spinoff goods, in particular the animation, which is in several dozen languages…

It may come as no surprise that Pokemon is popular pretty much the world over. What is surprising to me, however, is that the backbone of the industry, the video game, is not what is taking the world by storm: it is the spinoff goods, in particular the animation, which is in several dozen languages ​​and is immensely popular among youngsters almost everywhere. Most of these Pokemon fans know little or nothing about the video game. In fact, the game itself appeals to a slightly older teen crowd and has had it ups and downs in the United States for example, where for five or more years its popularity as a video game actually declined as it became to be seen as children orientated . But now, with the Pokemon Black and White release of new characters, the game craze is as strong as ever.

Kids in the younger age groups have always been strong fans of the Pokemon Card Game as there is no need for game equipment or cassettes, the cards are cheap, and you can play with your friends. In practice the Pokemon Card Game is not so different from the video game, though the technique obviously is. One thing that Pokemon cards offer are collectibles like shiny suicune and shiny raikou, Pokemon holofoil cards, promo cards, and of course the legendary Pokemon cards. Immensely popular now are any of the Pokemon Black and White cards, and as distribution and merchandising would have it, these are showing up first in Japan, secondly North America and Europe, and will eventually make their way to other parts of the world.

Pokemon goods in one form or another, but mostly video and cards, have shown up in almost every corner of the globe. Interestingly, because of its sheer market size, India may become the world's largest consumer of Pokemon goods in the future, as Pokemon is taking the nation's children by storm and shows no signs of abating. Pokemon plush toys or plushies as they are called by many children are one of the hottest items. Right now the Pokemon Black and White stuffed toys are immensely popular in the Western countries but there is still a huge market to be had for Pokemon plush in other from older series that is still in warehouses. In any case, the stuffed toys' prices are a bit high still for worldwide distribution.

There is a new wave in evolutionary theory known as 'intelligent' design. Natural selection, essentially unchanged since Darwin since first postulated, has simply become for many naturalists too clumsy, too implausible, and 'too dumb.' In the pokemon world, there is really no concept of natural selection either- in fact, it's rather like evolution on stereoids.…

There is a new wave in evolutionary theory known as 'intelligent' design. Natural selection, essentially unchanged since Darwin since first postulated, has simply become for many naturalists too clumsy, too implausible, and 'too dumb.' In the pokemon world, there is really no concept of natural selection either- in fact, it's rather like evolution on stereoids. But still, behind the nuts and bolts of how the capabilities of the pokemon work, there still lies, as with all animals, the mystery of how they developed. Some pokemon can spontaneously evolve in mid-life, a concept known as metamorphosis in the insect world (and limited to only a few) and not know elsewhere in life in large part.

Intelligence is a quality that can only be described in broad terms and categories. Humans tend to be biased to think of intelligence in terms of deductive reasoning, but is not the stinger on a scorpion just as intelligent? Or is not the highly complex social structures of some creatures such as bees and ants manifestly intelligent? Outwardly, the pokemon does not appear to be very intelligent. No more so than perhaps or horses or cats. And yet physically possess extra capabilities and furthermore use their powers only in a highly discriminate way. They possess self-discipline and loyalty.

Pokemon are creations, mythical creatures to be sure but they have a lot in common with the creatures of our world as well. Unfortunately for those of us more interested in the Pokemon world and story than in the game, this world is not very well developed in terms of how pokemon species eat, live, forage, hunt, and interact. They seem to be systematic creatures on the whole, which does not make for a very interesting or dynamic Pokemon world for us sci fi fans to explore and fantasize about.

The Pokemon story is certainly rich enough to appeal to adults should it ever become seriously developed. In the meantime, the story is just fine the way it is for kids and gamers do not care about the background of pokemon nearly as much as they are interested in the powers of each one. The pokemon story though has been robust enough to produce a slew of spinoffs and characters. From animation and comic books to the Pokemon card game, there seems to be a product for all ages and interests. In fact, even older boys enjoy collecting Pokemon stuffed toys (known as plush toys or plushies), as kind of trophies, while younger kids like them because they are cute. Kids also collect a whole array of things such as Tomy pokemon figures and all kinds of rare cards, including promo cards and legendary pokemon cards. Right now anything 'pokemon black and white' is eagerly made after, providing that the Pokemon craze looks to have no end in sight.

The biggest difference between a Teddy Bear and a stuffed toy such as a Pokemon is probably in price- I'm wager that a teddy bear is far more expensive. And the second difference is in sales: Pokemon stuffed toys probably outsell teddy bears a thousand to one or greater (far greater sometimes). Adults are far…

The biggest difference between a Teddy Bear and a stuffed toy such as a Pokemon is probably in price- I'm wager that a teddy bear is far more expensive. And the second difference is in sales: Pokemon stuffed toys probably outsell teddy bears a thousand to one or greater (far greater sometimes).

Adults are far more interested in teddy bears than children are. And they are usually women who are interested in them as collectors' and decorative items than they are in cuddling them at night.

Clearly, the teddy bear in former years was tremendously popular, but as a doll shaved with love and affection, it is pretty well forgotten now. I know that as child I never had a teddy bear or knew anyone who did, and I'm no spring chicken! Surely, there was Barbie, but who could ever snuggle up to a Barbie doll?

Pokemon plush toys (known as plushies) come in a variety of sizes and like a quality teddy bear, they are not all that soft when new, though I imagine they acquire softness when manhandled over time. My son does have his in bed with him, though I've never seen him cuddle it. Much older kids- teens in fact- like to collect Pokemon stuffed dolls as well (particularly popular now is anything Pokemon Black and White). And why is that?

Pokemon dolls are collectibles as well as toys. Where as the classic bear has a history and a legacy behind them, they are seeped in culture in other words, but they do not have a story behind them and although teddy bears enjoy much more diversity than you might at first imagine, Pokemon are all about diversity- mutation in fact. There is a whole world behind the Pokemon that almost makes collecting them like collecting artifacts; a pseudo-science is growing behind the Pokemon. That is something very different. You'll never see a black and white teddy bear card game, but you can buy legendary Pokemon cards.

I'm not sure what teddies used to be. Relatively speaking, toys were much more expensive than they are now. I imagine that a teddy bear probably passed through several generations. The monetary value now reflects heritage and handcrafting; Pokemon dolls represent merchandising popular, booming phenomena. The two are very different things, though I'm not sure that the children's feelings are that different.

In some ways the two remain alike though. In real life, bears are strong, dangerous animals. They may be soft, but they would never let you cuddle them (most would not anyway). In fantasy, the Pokemon are likewise dangerous creatures. But both, in doll form, look cute and harmless. Typically, people are afraid of scary things in the dark. Cute stuffed toys of beasts that hate that fear.

As a mother watching my son thoroughly engrossed in anything Pokemon, I can not but wonder about the story itself and what kind of world the Pokemon might inhabit. I was a big Avatar fan- but in a sense I was disappointed in that film as well as most of the alien creatures closely resembled…

As a mother watching my son thoroughly engrossed in anything Pokemon, I can not but wonder about the story itself and what kind of world the Pokemon might inhabit. I was a big Avatar fan- but in a sense I was disappointed in that film as well as most of the alien creatures closely resembled animals found here on earth.

Certainly, Pokemon creatures draw a lot of their features from animals already here on earth, and some from myth. But that, as far as a story goes- in regards to the relationship between trainer and Pokemon- that is about as it. The real distinguishing feature of the Pokemon is its ability to fight in the arena- what kind of special power it possesses and how effective it is against particular adversaries.

For all the genetics and science fiction surrounding Pokemon, therefore, the real core of the phenomena goes back to the exclusion of pitting animal against animal and wages bets on them. Of course, I am in no way suggesting that kids are gambling over Pokemon, I'm just saying that it is that sort of thrill that keeps the interest and excitement in Pokemon high. While a Pokemon's exterior may be interesting (and certainly possesses merchandising value), aficionados of Pokemon are mainly interested in the type of Pokemon and what it can do; what power it has and how strong or effective that power is against competitors. Pokemon is a game of battle, not really a coherent story, though it is marked as such.

This is probably the only area in which Pokemon has failed (although one seriously hesitates to look at Pokemon sales and see any 'failures'). Among the spinoffs of course is the well known animated series and movies, not to mention the 'manga' or comics, as they're more conventionally known. Both media have done well around the world, but only among kids. There is just not enough of a story or enough realism in these animated tales to capture the imagination of an adult. They are shallow and simple, and I conjecture that the only reason kids are drawn to them is because of their fascination with the mythological.

In short, Pokemon do have a distinct tie and resemblance to our natural world of flora and fauna, but that's as far as it goes. There is no complexity to the Pokemon world, only a sort of machismo mixed- in classic Japanese fashion- with a strong element of cuteness and cuddliness. The promise is actually that a Pokemon is not a creature to be messed with, but the reality is that the relationship between Pokemon and human is far more complex.

This can be seen in the very profitable waves of Pokemon goods that are sold along with each new edition. Now we are in Pokemon Black and White era and anything being sold under that label is going like hotcakes. Referring to cuteness, particularly popular for all ages are the stuffed toys (Pokemon plush toys), pokedolls, and, particularly for boys, the Pokemon cards for the card game. While Black and White cards are becoming more common now, they are still the ones to have.

Pokemon, such as the new creatures emerging in Pokemon Black and White and already being sold as plush toys, do not actually have their origins in a science fiction scenario of evolution gone wild on some strange planet or in an uncertain future on earth. They actually came from the practice of insect collecting! Satoshi…

Pokemon, such as the new creatures emerging in Pokemon Black and White and already being sold as plush toys, do not actually have their origins in a science fiction scenario of evolution gone wild on some strange planet or in an uncertain future on earth. They actually came from the practice of insect collecting!

Satoshi Tajiri, the inventor of the Pokemon game, was actually an avid collector of insects as a child. Although not exactly elaborate I suppose, boys will be boys and they sometimes would match off mutually aggressive insects. There you have in a nutshell the whole idea behind Pokemon- hunt down and catch specimens, keep them in an enclosed container, and then use them for battle.

But insect collecting and fighting would be a far too prosaic concept for a Nintendo game and Tajiri needed to embellish it. Still, he had an exciting core concept that simply needed the infusion of fantasy. First, the insects became 'monsters' and instead of insect collecting boxes that were to suppress in the more intriguing and sci fi 'capsules,' giving the game its first name: capsule monsters. The attributes of insects- they're ability to fly, leap, grasp, bite, sting, and even spit all got incorporated into the monsters of the game in a highly imaginative and modified form. In many ways, the powers and abilities of Pokemon have their roots in the strengths, weaknesses, and strange powers of real animals.

Capsules Monsters did not last long as a name; although Nintendo loved the game concept and Pokemon has probably been, with its spinoffs included, the largest moneymaker for Nintendo ever. The name first changed to Pocket Monsters to give it a more ambitious and dramatic flair, and later became shortened to 'Pokemon.' The emphasis on 'monster' shifted dramatically and decidedly took on a very 'cute' bent from the very beginning. Even the most ferocious of Pokemon do not look very scary and kids of all ages are attracted to them. Although play is dominated by boys, girls can enjoy Pokemon too, and are especially eager to buy Pokemon stuffed toys. Boys will buy stuffed plushies as well, but they are often interested in the Pokemon card game, and are avid collectors of the legendary Pokemon, shiny raikon and shiny equine.

But the cuteness of the Pokemon characters belies they're ferocious abilities, all of which are essential Pokemon features in the animation, comics, card game, and especially the video game. Pikachu may look like a cute little baby seal, but with his powerful electrical charge he is one of the most formidable of all Pokemon. Thus, Nintendo has very wisely straddled a market that is rough enough to appeal to big kids (particularly boys), and cute and engaging enough to capture the imagination of smaller children. Given the success of Pokemon spinoffs, one could say that it is perhaps one of the most successful video games ever.

My son is ten now and we live in Japan. As a Mom, I'm not too worried about leaving him alone at the Pokemon Center to window shop for himself. This being Japan, however, I am worried about him getting lost in the huge crowds. So after much deliberation, I figured I should hang out…

My son is ten now and we live in Japan. As a Mom, I'm not too worried about leaving him alone at the Pokemon Center to window shop for himself. This being Japan, however, I am worried about him getting lost in the huge crowds. So after much deliberation, I figured I should hang out with him here at the Pokemon Center here in Fukuoka. I do confess that after 20 minutes I was pretty much going out of my mind, and said to him point blank, “OK, Jojo, time for us to get a move on,” but his look of distress made it clear that physical prodding and consequent brooding would be what I would have needed to end to get him out of there.

Luckily, they were letting customers play the newest game incarnation, Pokemon Black and White, that day and I waited in line for 10 minutes to play it myself, which I did for 15 minutes before the man in charge made hints that I should probably let people smaller than myself have a chance.

For me, the game is the only aspect of the Pokemon phenomena that excites me. I think they have a half-baked story full of interesting but extremely limited Pokemon that really does not make much sense or go anywhere.

Now, my son also is not a big fan of the story; I'm not sure what it is about Pokemon that fascinates him so much (I can not help but think that kids are infusing their own imagination into the story and are maybe secret 'trainers,' a modern equivalent to the dragon slayer). In any case he loves the Pokemon plush toys (plushies or Pokemon stuffed toys) though I'm not sure why. Maybe to get a Pokemon stuffed toy is to kind of capture one with a Pokeball. In any case I'm either a stingy or indulgent parent, which usually means that though he may really want a plushie, he will not get one and ends up settling for cards.

He loves the card game though and will get me to buy him the Pokemon Black and White cards whenever he can. These have not arrived in used shops in numbers, but he can still get his hands on (and spend his allowance) Legendary Pokemon cards, promo Pokemon cards, and holofoil cards. He and his friends can spend an intense hour or two on card gaming, though they do not seem so interested in the console game (that's more up my alley).

It is generally thought that women love to shop and men do not but that equation does not include children and hobbyists. Getting my son out of the Pokemon Center, and jumping that he will forget that there is a Pokemon Center, are hopeless prospects. Pokemon is sure a hit.

Pokemon is a phenomenon and kids are going crazy over it. Around the core video game, there is a whole solar system of spinoffs: Pokemon plush toys (Pokemon stuffed toys), pokedolls, Pokemon Zuken and Tomy figures, Pokemon cards and a whole multi-category within that such as legendary Pokemon cards, promo cards , and holofoil cards,…

Pokemon is a phenomenon and kids are going crazy over it. Around the core video game, there is a whole solar system of spinoffs: Pokemon plush toys (Pokemon stuffed toys), pokedolls, Pokemon Zuken and Tomy figures, Pokemon cards and a whole multi-category within that such as legendary Pokemon cards, promo cards , and holofoil cards, not to mention the huge profits being made off the media of Pokemon DVD's, movies, and the TV series. What is it about a computer game that has taken off this big? It even has celestial epochs: we're now in the Age of the Pokemon Black and White. But most of the kids buying these goods are not even actually playing the video game itself! That seems to be another phenomena altogether (for Nintendo, number two behind Super Mario).

For my middle-aged generation, the attractiveness of Pokemon is a little hard for me to get a grass on. If Pikachu is cute, then why is he capable of such destructive force? And if he is so lethal, then why is he so cute? But I must retract all that really, for I can not find Pokemon in their animated incarnation to be either cute, or cool. Perhaps for my generation, Pokemon just does not have an appeal to us. We can not figure out what they stand for.

When I was child Japan was obviously not selling video games but they were writing and creating animation as well as drama. And what little of it got to America I as a little girl even loved. First, there was Ultraman. The monsters were grotesque, Ultraman himself was a hero but ugly too, and it was pure good vs. evil. Monsters came from outer space and Ultraman protected humanity from them. I remember one cute monster that was the size of small person and was covered with long strands of weird hair (hard to explain). But even that monster, though likable, was pretty ugly. My generation pretty much figured that monsters should be ugly. Pokemon seem like they lack monster hormones or something. Just to mention it, there was also Speed ​​Racer (great story- who can forget Spridal and Chim Chim- and who was Racer X really?). The Mach 5 was way cool. What little girl would not like that? Ash can not hold a candlewick to Speed!

In any case, Pokemon is cool and times and tastes have changed. It seems we live in an age in which morals, good, evil, and heroism are much more blurred than we 'simpler' kids were. We just wanted to see the bad guy get it- not monsters fight it out in tournaments. Perhaps kids are more sophisticated these days. I do know that as a science fiction fan I do think Pokemon has potential, though by capitalizing on that they're probably alienate their audience.

Pokemon is, fundamentally, a game produced by Nintendo that is popular among boys and teenage boys (mostly) all over the world. For them, much of the 'spinoff' trade of the Pokemon phenomena- the plush dolls, the Pokemon figures, the Zuken figures- is quaint but not particular relevant to their main quest, which is to win…

Pokemon is, fundamentally, a game produced by Nintendo that is popular among boys and teenage boys (mostly) all over the world. For them, much of the 'spinoff' trade of the Pokemon phenomena- the plush dolls, the Pokemon figures, the Zuken figures- is quaint but not particular relevant to their main quest, which is to win the game by becoming a champion. For gamers, the interest and concentration lies in a totally different part of the psyche than it does to a young fan. Their concentration is on strategy and technique vis-a-vis a computer interface, not on the particularities of the characters themselves.

There is a whole different group of aficionados though who love the Pokemon themselves and probably wish nothing more than that the Pokemon were actually real, much in the way I wished dinosaurs were real when I was a boy. These are the kids that go crazy over the Pokemon animation and manga, not the gamers. These kids like to immerse themselves into the mythological fantasy of a Pokemon world. These are also the kids that are most likely to go crazy over the Pokemon dolls known as plush dolls (Pokemon Black and White is the big seller at the moment), the Pokemon black and white figures, and just about anything with a Pokemon figure stamped on it.

Another group of kids, again, for the most part boys, for one reason or another end up attracted to the Pokemon card game. For them, the emphasis is on socializing, winning, and getting hold of rare cards such as some of the legendary Pokemon cards, the holofoil cards, promo cards, and shiny raikon. Maybe these kids, usually elementary school students, do not have access to or are not allowed to a game console, are prohibited from playing computers, or (what I imagine) are much more inclined to be with their friends in real interaction than solitarily playing a computer game. In any case, cards are inexpensive and easy to play anywhere.

But back to the title and to the popularity of soft, cuddly Pokemon toys, is it not odd that children would be attracted to mutated monsters with awesome and destructive powers and take to the stuffed dolls almost like teddy bears? Pikachu looks cute but you would never want to be on the receiving end of that 10,000-volt electrical charge. Pokemon are scary, are not they?

Japan has shown a clarity and expertise in infusing cuteness into its merchandising over the years. It is so good at it with the Pokemon that even the most ferocious among them are defused to the extent that even a three year old could be attracted to them. With more devious kids, they just know that beneath the Pokemon's benevolent looking exterior lies a hidden formidable punch. In short, Nintendo has marketed Pokemon both ways- and won.

Well, no, not really- not if Nintendo wants to keep its lucrative spinoff market of Pokemon plush doll (or 'plushies'), stuffed toys, figures (such as Zuken and Tomy figures), and the media line including the animation and the manga going strong. Not only are children not attracted to dark, complex doomsday scenarios, they would just…

Well, no, not really- not if Nintendo wants to keep its lucrative spinoff market of Pokemon plush doll (or 'plushies'), stuffed toys, figures (such as Zuken and Tomy figures), and the media line including the animation and the manga going strong. Not only are children not attracted to dark, complex doomsday scenarios, they would just end up frightened by the whole promise and have nightmares.

For kids, the Pokemon world is a fantasy world, but a safe one- especially for people. I think they just accept the world at face value. One can make the argument that any storyline that includes radical genetic mutation as a major premium must be sinister in some way or another. Kids obviously are not giving it much thought though and who can blame them?

The fact is that that upon examination the Pokemon world is very strange indeed. Aside from the spontaneous mutations, very few humans seem to inhabitant the world. I admit that I am not a huge fan, but as far as I know Vermillion City is the only town I know of in the Pokemon world, and the only reason for our main characters to go there is to battle their captured Pokemon.

Science labs dot the countryside, and while they certainly are experts on Pokemon, we have no idea what else it is that they are studying. In this world, it seems the earth has returned to countryside- there are no factories, restaurants, or highways about, or even houses. There is no shopping mall yet Satoshi dresses like a modern kid. We do not know really where they are getting their sustenance.

It is a world dominated by Pokemon, and the only reason that humans are able to dominate the Pokemon is because of the Pokemon's odd passivity and obedience toward them and the fact of their (the human's) superior intellect. Humans, it would seem, have gone into hibernation in this world and the only reason for their existence as we understand it from the storyline is to engage Pokemon into battle and win tournaments. There is no under construction infrastructure or civilization- under than the labs and the arena- that at least we can see, that is not related to Pokemon and the battles.

For an adult, these raise huge questions. Does this not seem a world that was destroyed millennium ago, and is reemerging as something different? While humans seem to have survived and do not appear to be in danger, they also seem to have no direction, no civilization. Or depending a small colony of humans ended up on the strange Pokemon world. Either way, there are many odd gaps in the Pokemon story.

Beyblades have taken the North American anime by storm since theirception into popular culture. Originating in Japan and later imported into North America a season or two after its original launch, Beyblades is a series that tails a young beyblader that uses his spinning top in a series of tournaments and competitions. The tops are…

Beyblades have taken the North American anime by storm since theirception into popular culture. Originating in Japan and later imported into North America a season or two after its original launch, Beyblades is a series that tails a young beyblader that uses his spinning top in a series of tournaments and competitions. The tops are propelled from a “launcher” that spins them at a high speed inside an arena alongside other optimistic tops. The top that receives the most points determines the winner. Points are determined by contact made by the tops during battle as well as the last top standing at the end of the match.

Tip 01: Wait for the other competitor to propel their top into the arena first. This allows you to strategically place your competitor into the battle. Most arenas have pitted areas that a beyblade can get caught in and incapacitated. The trick is to drop your beyblader into the center point of the arena, which gives it a better chance of knocking the other top out of the middle point and into one of the pitted areas.

Tip 02: Keep the hand holding the launcher steady when propelling the spinning top. The more movement in the hand holding the launcher, the less control you'll have. Your goal should be to steady the launcher when entering your spinning top to the arena. Less contact made by the top to the base of the arena will result in less friction and allow your entry to spin faster and for a longer period of time.

Tip 03: Only use beyblade registered products. There are many Chinese knockoffs, which are reliably inexpensive relative to their official counterparts, however they come with a few drawbacks. The main one is that they tend to not perform at the same level as the official beyblade products. Official tops are balanced and equipped with quality materials that allow them to spin longer and faster during competitions. While Chinese knockoffs have all the small details that suggest they will perform, most will tap out early during a battle, which is what you want to avoid during competitions with your friends.

Tip 04: During the launching phase, pull the ripcord quickly and with steady pressure. This will ensure that you generate enough power to thrust the top onto the arena and allow longevity. Too often, individual pull the cord too weakly and this prevails your beyblade from generating the speed it needs to compete correctly.

So, you have decided to make some money from your pictures and sell them as Stock Photography? Your collection of stock photographs can be very good. I do not know your collections, but there is a huge difference between taking good or great pictures and photos which sell. You can see great pictures in photo…

So, you have decided to make some money from your pictures and sell them as Stock Photography? Your collection of stock photographs can be very good. I do not know your collections, but there is a huge difference between taking good or great pictures and photos which sell. You can see great pictures in photo magazines and exhibitions, which people admire, but these pictures do not make you much money. Pictures, which make you money so called stock photographs, may not be great, but these fulfill the need of the buyer. Fro example pictures on packaging, in textbooks, leaflets, promotional material etc.

When you are going to take a picture, you need to think not in composition of the photograph itself (by the way, golden rule is better than rule of thirds), but in terms that part of the picture will be filled with the text, coupon or some insert of other picture.

I know, it can be sometimes frustrating, because this may not satisfy your eye for good composition, but this is what makes photography to sell. It does not mean that photos are bad, it just mean that you need to take pictures with the buyer in mind. For example to take a landscape picture vertical, instead horizontal (magazines are in vertical format) and leave more sky for buyers to insert whatever they decide. The text will not obstruct your picture in the final form by anything. You will have much better chance to be featured for example on the front page of some magazine instead.

Try to avoid supplying stock photo libraries which offer royalty free pictures or cheap pictures. If you do, this will bring you little income and you lose your copyright to these pictures. There are many other serious stock picture buyers, who will buy your pictures with one time publication and will be willing to pay much larger price for your photos. Do not sell yourself cheap. You can offer cheaper prices on the beginning but you can raise your prices later, when stock photography buyers know you more.

Remember, the most stock libraries take a large cut of the price of each photograph sold. They are in business to make money from photographers. This is ok, as long as these photographers have a good deal. This may not always be the case. So, before sending your stock photos to any stock photo library, read the small print. Choose only those stock photo libraries, which give you satisfactory transaction and percentage.

There are a number of ways to generate or make 3D computer graphics. Before we discuss how to make 3D computer graphics let us consider what they are and their beginnings. 3D animation has been around since the beginning of motion pictures. They were first used in the early films as “King Kong” and even…

There are a number of ways to generate or make 3D computer graphics. Before we discuss how to make 3D computer graphics let us consider what they are and their beginnings. 3D animation has been around since the beginning of motion pictures. They were first used in the early films as “King Kong” and even earlier films such as The Humpty Dumpty Circus (1897). The Movie King Kong (1933) is distinguished for its stop-motion animation. This is a form of 3D animation. When creating this type of animation the objects or characters that appear in the motion picture are moved in small increments. Each increment is photographed. each increment represents a frame in the film, and when played in a continuous sequence the illusion of motion is achieved. Clay figures were often used in this early 3D animation technique. This was often called “clay-mation”.

3D Computer graphics like any 3D animation, gives the illusion that characters are in a three 3D world, which is how we view our world. They look like they are in a space which includes length, width and depth. When being generated by a computer program, geometric data is used to produce the effect of three dimensions. Of course earlier 3D animation such as stop-motion, did not use computers to produce this effect. They relied on the clay figures to produce the 3D effect.

Today animators use 3D computer animation software to produce many of the special effects we see in movies. In fact there are many movies that have been produced and they have been completely generated by various computer animation programs. One such example is the film “Ice Age”. This was a highly successful film and was released in 2002 by 20th Century Fox.

3D computer graphics are created by using 3D animation software. This is how these graphics are created in today's world. There are many software packages to choose from. There are many commercial packages available, as well as free packages you can use. Each of these software packages will offer their own unique features and many will have common features found in other packages. If you are interested in creating 3D animation there are many ways to start. If you are new to the animation process it is recommended you begin with a program that is easy to learn and can generate basic, but high-end graphics. You do not have to spend thousands of dollars to create high-end 3D animation. You just need to get access to the software that is affordable and can produce the results you are looking for.